I forgot Starbases! Aux Hangers = Good, reasonably cheap extra firepower Starbase Beams = Great, lets you fight off capital ships Missile Launchres = Great, lets you fight off capital ships Defensive Overhauls = Good, high defensive dividends due to the huge innate durability Shield Generator = Meh, shields aint our thing but it isn't worthless Shield Array = Meh early, Good late: Protects the planet from bombardment rushes or enemy super weapons Docking Booms = Great!, underrated huge fleet wide heal and antimater on 90s cd. Fantastic for supporting defensive fleets Construction Bays = Meh, do you not have enough orbital slots to just build factories? Trade Facilities = Good, Expensive Investments but decent return. late game extra lean into economy Safety Override Protocol = Hilarious, End game vaporizes ALL smaller ships and does high damage to everything else (including your own, does friendly fire damage!) Savy players will avoid, but can annihilate the fleet of the unaware.
I mostly agree with your takes here, but on a couple things I have a different experience. The construction bays I think are actually really good. They give you even more ship construction on dedicated shipyard worlds to double down on the benefits of the ship building planet item. Also, I find that, especially on asteroids, I don't have enough orbital slots for both a light and heavy shipyard to build garrison ships, so the construction bays are extremely useful there as well. On a similar note, counter deployment pairs extremely well with defensive garrisons on border worlds as it allows the garrison to replenish more quickly. Certainly not someth8ng to get during the exploration and expansion phase, but you absolutely want it when enemies start to come knocking. I also have the opposite opinion of media conglomerate and war reporters. Imo, the tec get the weakest capital ships for direct combat. Vasari capitals have better firepower and durability while the Advent have better firepower and abilities. I feel like the tec are especially dependent on ship items to overcome this, and they happen to get some very good ones too. This means that outside the very early game I rarely have any capital ship slots open for war reporters, not that I have that many capital ships in the first place anyway during the very early game. Meanwhile, media conglomerate takes up a planetary item slot, which I don't consider to be as competitive, and boosts culture which is very good at all times. I often like respecting my capital as a trade and culture hub once I get my first ferus or volcanic world to act as my shipyard planet and media conglomerate feels like an obvious thing to add. You also me toned flackfrigates not doing very well as a counter to missiles and I have to agree, in a recent game I fought a vazari fleet which had almost exclusively kanaraks and cap ships with my own larger (in terms of fleet cap) fleet that had slightly more gardas than they had Kanaraks. My fleet was utterly destroyed, the mark 2 Gardas seemed to both deal no damage to the missile frigates while also shooting down no missiles, meanwhile they knocked out cap ship after cap ship on my side before moving on to the frigates, leaving the gardas for last because they were clearly a non-threat. What the gardas did do well against was corvettes, which they seem to absolutely trash, so atleast they still have some niche.
Pair star base with the bonus damage planet item, the 'can't bomb the planet while star base is alive' item, and a phase inhibitor. They can't leave the system and they'd need to send a large fleet to fight all that off.
@@volodymyrboitchouk I agree that construction bays are good, especially when paired up with Garrison. And also shipyards can be easily destroyed when you are getting attacked, while with starbases you can just pump units until they destroy starbase. However, I noticed something strange in that building multiple shipyards along with having double starbase, it will produce maximum of three units at the same time. I really can't figure out what is happening there, is it a bug or WAD. Maybe they produce faster with more shipyards, not sure. I had situations where I had something like 2 starbases, 2 light factories and 2 heavy ones. And then building 10 carriers and 10 corvetts, and it would produce only 3 units at a time. Did you had similar experiences?
The Targeting Array item is actually great. Weapon range means you get to start shooting sooner/first and the aura is great for your less tanky ships. It even allows some ships the ability to outrange defense structures. The deploy starbase also lets you put it in unowned gravity wells like stars .
@@GalladeTheWarriorenemy gravity wells cause a greatly decreased build rate which can be counteracted to a degree by upgrading your capital carriers with their mass construction ability to assist in construction in the gravity wells
39:54 there was an additional note at the bottom of the missile aura that nearby ships get retargeting of missiles. This is SUPER helpful if you're heavy into LRF and a ship is killed and there are missiles in the air already, they will find a new target and not just explode on nothing.
I will be hoovering up vids like this as... I haven't touched RTS games in like 15 years let alone something as complex as SOSE(2). Thanks for the vid!
This is perfect SOASE2 content, In-depth really going into each bit. Really nice work well done. Only thing that I could say is that showing where in the tech tree each item was as you explain the item would be useful in terms of knowing at what stage of the game you unlock them in regards to usefulness. Regardless keep up this awesome work man!!
Thanks for the effort, I learned a few things from this. Well worth the time to watch. Glad it's not just me that struggle with "negligible" sometimes 😅
Do not underestimate early scouting(Focused Exploration Tech). Quickly knowing what type of planets are nearby and their defenses, as well as quickly finding minor faction, derelicts and even the enemy home base, means you can make informed decisions that much earlier. To me, this is either the first or second research I go for, always and it is a massive benefit over something like the Vasari, which are kind of stuck on their first planet for a while. Another thing. Try to minimize the amount of orbital structures(including trade posts) until you have researched Modular Architecture. It will save you a ton of resources. So rush 4 Civilian research stations, get this tech, then start to build up your economy for real.
Small correction. The corvette shield refit tech is not a mandatory precursor. You can actually get either the frigate or corvette shield refit so if you arent using corvettes you can skip it.
Regarding all the speed buffs, they are all usefull, because it takes a long time to cross all the systems if you are in a rush to defend on the other side of your empire. Speed is not for closing gaps in the system. It's for transport through the system.
While the Culture boost only works with orbital culture stations the +1 to influence works even with out it so it's a nice way to have more influence points
The gas crystalizer in tier 5 is just something to throw onto a gas giant as the 5th item. Gas giants are limited by planetary items and there's not a lot to do with them
Actually ironic because Gas Giants tend to have one of the larger number of planetary item slots, yet have so little variety in what they can actually put in there.
Gas Crystalizers also produce Andvar (the yellow exotic) for free every 180 seconds. And you can build multiple of this Planet Item, meaning you can get a very good income of these gems. I like to build 4 of these plus the Orbital Control for massive metal and crystal income from Gas Giants.
Home Guard Outpost, the one you can build, only works on planets 1 additional jump away. As opposed to the one you get for free on your Home planet, which stretches two jumps away.
I would rather see this content in text form so that I could see all of the top tier purchases and mid tier purchases together and scan the rationale for each but we need more of this - thanks!
I've found Flak Frigrates can interrupt missiles, acting as a missile shield, like the Iron Dome. So they pretty much nullify the damage from Javelis Long Range Missiles and other missile launcers. Deploying a starbase is great in gravity wells without a planet.
Exactly what I was looking for, thank you. One thing that still kinda ties me up is the balance of research vs economy for the factions. Is there certain thresholds in the game that you try to hit the next tier of technology by? I tend to lean too hard into that I think and my trade tends to suffer until I can use my heavy tech investment to just roll over a neighbor, but I feel like I'm definitely missing the unique flavor of the TEC lol.
Great video. Thanks for sharing. Can you do a follow up (perhaps as a comment) going through the starbase upgrade items. You mentioned going over them during the tech section but never came back to it.
Generally I consider Trade ports Tech 2. Its usually among the last things necessary to research in T1 and I often have them queued right after the T2 cost reduction for orbital structures. And theyre still fairly expensive afterwards making it rather pointless to pick them up with a very early game economy.
I feel like planets in general need at least 1 extra planet slot base line with additional research in like the T3/T4 area having something to research or build to add more planet building slots. In my couple games I really found that I was just picking up the same things for a lot of planets, I was specializing some but the main stuff you will grab is Whatever that planet is already good at just make it better please and Garrison forces. Leaving only like 1 slot left a lot of the time. Not much room to mix or match.
I struggle in the early game to get metal and crystal and he's turning down the mining tech...I guess I missed something...I get all that before a lot of other stuff mostly because if you can't produce those you can't get anything else
The point here is that mostly your early investments and civ slots are devoted to trade to make your metal and crystal, then the mining techs are a nice to have that you can invest in later on after your trades have mostly been maxed out
Is offensive roam good, except when you're already fighting a battle right next door and you want reinforcements auto-reinforcing? Otherwise they're just a constant stream of 1-3 ship bitesized chunks of free exp. Liking the videos, looking forward to the other two races that I have less experience with.
I think defensive roam is pretty safe to sit in all the time, and then only toggle offensive for a definite purpose. Don't just feed ships into a meat grinder--want to build up that critical mass
@@daevohkon maps with multiple stars like offensive roam plus trade escorts simply because the trade ships with escorts will detectenemies entering the star and provide some additi9nal firepower while offensive roam on the garrisons means they all rush to the star. I've had setups with multiple garrisoned systems adjacent to a star that has two starbasses defending it as well thanks to argonev deployment giving me a first line of defense that isn't even on one of my planets sufficient to give all but the mightiest enemy fleets pause, and if they just try to sneak past then their reinforcements are gonna constantly be harassed.
It's good to support an attack, if you're switching from defence to finally go on the attack and you have a frontline garrison or two; the steady trickle of free reinforcments is nice to have. Generally speaking though you're just feeding exp to the enemy if it's not in support of an attack.
I don't have much multiplayer experience but against impossible AIs and stuff I found that trade ports are a trap. You simply don't need them until mid game. The civilian slots are much better used for military/civilian research stations to get key tech early imo.
I don't understand your indifference to the Garda Flack frigate which I think is a must have early game. The only real early game threat to your Capital ships is the neutral player Javelis cruisers and a couple of these flak FFs make them pretty harmless. Plus, with the upgrade you can turn them into adequate light ships. Maybe they weren't working properly to shoot down missiles early on but I think they work okay now. As long as you have a couple of them with you you can slowly but surely do derelict looting Etc in the early game. If you don't then if you're not careful you may have to Retreat your capital ship if the missiles really start flying. I tend to skip building the default frigate instead.
I think they're much more functional now! They needed (and got) a buff/rework to their targeting so that they can actually fight off big missile swarms. At the time of this video they were performing quite poorly against big groups.
No Pervasive economy? Thats a bummer. Really enjoyed to turtle up with TEC Loyalists in SIns1 and see 5 vicious AI butt their heads against a 3 star base planet with a lvl 10 titan defending it.
I think you underestimate the need for defensive culture against Advent players. Same with needing siege frigates to clear planets quickly, especially since you sound like a rush player. And you don't like Psidar?!? I feel like you only judge this based on playing as the Ascendancy, who are all about rushing and piracy. Enclave needs their defences to stay alive and creep across the map.
This is all I have played so far and unless I’m missing something, the garrison is way too op, I can have a ship fleet of 1000 capacity at every single planet I own for pretty cheap Also I won’t finish the video for a few days so I will probably miss something
Garrisons are good! But they take time and resources to setup, and both of those aren't always plentiful. They're not considered OP in the wider context as other unique faction mechanics can get even more OP!
I forgot Starbases!
Aux Hangers = Good, reasonably cheap extra firepower
Starbase Beams = Great, lets you fight off capital ships
Missile Launchres = Great, lets you fight off capital ships
Defensive Overhauls = Good, high defensive dividends due to the huge innate durability
Shield Generator = Meh, shields aint our thing but it isn't worthless
Shield Array = Meh early, Good late: Protects the planet from bombardment rushes or enemy super weapons
Docking Booms = Great!, underrated huge fleet wide heal and antimater on 90s cd. Fantastic for supporting defensive fleets
Construction Bays = Meh, do you not have enough orbital slots to just build factories?
Trade Facilities = Good, Expensive Investments but decent return. late game extra lean into economy
Safety Override Protocol = Hilarious, End game vaporizes ALL smaller ships and does high damage to everything else (including your own, does friendly fire damage!) Savy players will avoid, but can annihilate the fleet of the unaware.
I mostly agree with your takes here, but on a couple things I have a different experience.
The construction bays I think are actually really good. They give you even more ship construction on dedicated shipyard worlds to double down on the benefits of the ship building planet item. Also, I find that, especially on asteroids, I don't have enough orbital slots for both a light and heavy shipyard to build garrison ships, so the construction bays are extremely useful there as well.
On a similar note, counter deployment pairs extremely well with defensive garrisons on border worlds as it allows the garrison to replenish more quickly. Certainly not someth8ng to get during the exploration and expansion phase, but you absolutely want it when enemies start to come knocking.
I also have the opposite opinion of media conglomerate and war reporters. Imo, the tec get the weakest capital ships for direct combat. Vasari capitals have better firepower and durability while the Advent have better firepower and abilities. I feel like the tec are especially dependent on ship items to overcome this, and they happen to get some very good ones too. This means that outside the very early game I rarely have any capital ship slots open for war reporters, not that I have that many capital ships in the first place anyway during the very early game. Meanwhile, media conglomerate takes up a planetary item slot, which I don't consider to be as competitive, and boosts culture which is very good at all times. I often like respecting my capital as a trade and culture hub once I get my first ferus or volcanic world to act as my shipyard planet and media conglomerate feels like an obvious thing to add.
You also me toned flackfrigates not doing very well as a counter to missiles and I have to agree, in a recent game I fought a vazari fleet which had almost exclusively kanaraks and cap ships with my own larger (in terms of fleet cap) fleet that had slightly more gardas than they had Kanaraks. My fleet was utterly destroyed, the mark 2 Gardas seemed to both deal no damage to the missile frigates while also shooting down no missiles, meanwhile they knocked out cap ship after cap ship on my side before moving on to the frigates, leaving the gardas for last because they were clearly a non-threat. What the gardas did do well against was corvettes, which they seem to absolutely trash, so atleast they still have some niche.
Pair star base with the bonus damage planet item, the 'can't bomb the planet while star base is alive' item, and a phase inhibitor. They can't leave the system and they'd need to send a large fleet to fight all that off.
@@volodymyrboitchouk I agree that construction bays are good, especially when paired up with Garrison. And also shipyards can be easily destroyed when you are getting attacked, while with starbases you can just pump units until they destroy starbase.
However, I noticed something strange in that building multiple shipyards along with having double starbase, it will produce maximum of three units at the same time. I really can't figure out what is happening there, is it a bug or WAD. Maybe they produce faster with more shipyards, not sure. I had situations where I had something like 2 starbases, 2 light factories and 2 heavy ones. And then building 10 carriers and 10 corvetts, and it would produce only 3 units at a time. Did you had similar experiences?
Construction Bays are great if you are holding an asteriod with a garrison against 2000+ fleets
Vasari player here, what's trade? Is that just slavery with extra steps?
That illegal. And they have bigger guns.
Ew, did this alien just click at me?
The Targeting Array item is actually great. Weapon range means you get to start shooting sooner/first and the aura is great for your less tanky ships. It even allows some ships the ability to outrange defense structures.
The deploy starbase also lets you put it in unowned gravity wells like stars .
Ooh i didn't think about stars, i just kept trying and failing to do it around enemy planets 😅
@@GalladeTheWarriorenemy gravity wells cause a greatly decreased build rate which can be counteracted to a degree by upgrading your capital carriers with their mass construction ability to assist in construction in the gravity wells
39:54 there was an additional note at the bottom of the missile aura that nearby ships get retargeting of missiles. This is SUPER helpful if you're heavy into LRF and a ship is killed and there are missiles in the air already, they will find a new target and not just explode on nothing.
@@superkleenex yeah this is a game changing buff. Huge increase in effective damage from missiles
Daevohk! Loving the Sins 2 content! Hoping for some arrogant advent technology and item coverage next.
We will get there, I'm still pretty new to Advent myself so need a little more time to work them out
I will be hoovering up vids like this as... I haven't touched RTS games in like 15 years let alone something as complex as SOSE(2). Thanks for the vid!
Looking forward to Vasari guides. Thanks for taking the time to do these!
YES, I've been waiting for someone to dive thru all these. Excited to hear what you have to say
Instant Sub. This is the kind of content I’m looking for
Welcome! Only the good stuff in here
Range matters when you want to turn your gauss frigates into siege weapons on star bases. You can hit breakpoints where you are out of starbase range.
That sounds like a good time to me, i'll have to see what I can do with that
I live those in depth guides, i'd like to see some about micro/space batlle, you gained a subscriber btw !
Thanks!
Thank you! I really appreciate the support.
This is perfect SOASE2 content, In-depth really going into each bit. Really nice work well done. Only thing that I could say is that showing where in the tech tree each item was as you explain the item would be useful in terms of knowing at what stage of the game you unlock them in regards to usefulness.
Regardless keep up this awesome work man!!
Thanks a lot! Just watched the whole thing and took notes! Thank you
Thanks for the effort, I learned a few things from this. Well worth the time to watch. Glad it's not just me that struggle with "negligible" sometimes 😅
Do not underestimate early scouting(Focused Exploration Tech). Quickly knowing what type of planets are nearby and their defenses, as well as quickly finding minor faction, derelicts and even the enemy home base, means you can make informed decisions that much earlier. To me, this is either the first or second research I go for, always and it is a massive benefit over something like the Vasari, which are kind of stuck on their first planet for a while.
Another thing. Try to minimize the amount of orbital structures(including trade posts) until you have researched Modular Architecture. It will save you a ton of resources. So rush 4 Civilian research stations, get this tech, then start to build up your economy for real.
Small correction. The corvette shield refit tech is not a mandatory precursor. You can actually get either the frigate or corvette shield refit so if you arent using corvettes you can skip it.
Really helpful and pretty effectively extensive. Thank you!
Regarding all the speed buffs, they are all usefull, because it takes a long time to cross all the systems if you are in a rush to defend on the other side of your empire. Speed is not for closing gaps in the system. It's for transport through the system.
Great vid! You seem really knowledgeable; I'd love to see some of your PvP gameplay & BO's
THANK YOU SO MUCH FOR MAKING THIS!!!
Great video! It really helped me catch up from the original.
While the Culture boost only works with orbital culture stations the +1 to influence works even with out it so it's a nice way to have more influence points
This is the content this is the content we need 👍
The gas crystalizer in tier 5 is just something to throw onto a gas giant as the 5th item. Gas giants are limited by planetary items and there's not a lot to do with them
Actually ironic because Gas Giants tend to have one of the larger number of planetary item slots, yet have so little variety in what they can actually put in there.
Gas crystalizer is one of the very few planet items that is repeatable tho.. huge gains with some % boosts
Gas Crystalizers also produce Andvar (the yellow exotic) for free every 180 seconds. And you can build multiple of this Planet Item, meaning you can get a very good income of these gems. I like to build 4 of these plus the Orbital Control for massive metal and crystal income from Gas Giants.
Great video, thanks!
Great guide
Thanks for the content.
Damn fine job. Thank you much!
Good stuff bro, you are a nice person
Home Guard Outpost, the one you can build, only works on planets 1 additional jump away. As opposed to the one you get for free on your Home planet, which stretches two jumps away.
I would rather see this content in text form so that I could see all of the top tier purchases and mid tier purchases together and scan the rationale for each but we need more of this - thanks!
I've found Flak Frigrates can interrupt missiles, acting as a missile shield, like the Iron Dome.
So they pretty much nullify the damage from Javelis Long Range Missiles and other missile launcers.
Deploying a starbase is great in gravity wells without a planet.
Exactly what I was looking for, thank you. One thing that still kinda ties me up is the balance of research vs economy for the factions. Is there certain thresholds in the game that you try to hit the next tier of technology by? I tend to lean too hard into that I think and my trade tends to suffer until I can use my heavy tech investment to just roll over a neighbor, but I feel like I'm definitely missing the unique flavor of the TEC lol.
Man this was unbelievably helpful, take your sub! Any suggestions for fleet compositions early/mid/late game?
Great video. Thanks for sharing. Can you do a follow up (perhaps as a comment) going through the starbase upgrade items. You mentioned going over them during the tech section but never came back to it.
I've got a comment pinned here where I give a quick rundown of starbase mods. I did forget!
@@daevohk oh. Thanks so much. Sorry I missed this. Love the content. Much appreciated.
coool to see you branching into sins 2 as well. Hopefully the Dune community does as much with sins as they did with dune but well see.
"explain it to me as if I were a three year old golden retriever"
Generally I consider Trade ports Tech 2. Its usually among the last things necessary to research in T1 and I often have them queued right after the T2 cost reduction for orbital structures. And theyre still fairly expensive afterwards making it rather pointless to pick them up with a very early game economy.
For clarification, I believe Pervasive Economy only gives credit income. Something to think about not getting if you are against the Vasari.
Cool, useful Sins2 content!
Sad, it's not Vasari....
soon...
@@daevohk My power will be unmatched!
I'm having trouble managing Civilian Structure slots, especially when trying to juggle exotic refineries, trade ports and research stations.
I feel like planets in general need at least 1 extra planet slot base line with additional research in like the T3/T4 area having something to research or build to add more planet building slots. In my couple games I really found that I was just picking up the same things for a lot of planets, I was specializing some but the main stuff you will grab is Whatever that planet is already good at just make it better please and Garrison forces. Leaving only like 1 slot left a lot of the time. Not much room to mix or match.
Would u do a vid on advent aka the more ability related faction
@@ALV694 some Vasari up next likely, I'm still practicing Advent and I want make sure I'm giving you guys the good shit and not just filler
I really wanna see some multiplayer action from you guys.
I struggle in the early game to get metal and crystal and he's turning down the mining tech...I guess I missed something...I get all that before a lot of other stuff mostly because if you can't produce those you can't get anything else
The point here is that mostly your early investments and civ slots are devoted to trade to make your metal and crystal, then the mining techs are a nice to have that you can invest in later on after your trades have mostly been maxed out
will you be covering the other factions ?
Is offensive roam good, except when you're already fighting a battle right next door and you want reinforcements auto-reinforcing? Otherwise they're just a constant stream of 1-3 ship bitesized chunks of free exp.
Liking the videos, looking forward to the other two races that I have less experience with.
I think defensive roam is pretty safe to sit in all the time, and then only toggle offensive for a definite purpose. Don't just feed ships into a meat grinder--want to build up that critical mass
@@daevohkon maps with multiple stars like offensive roam plus trade escorts simply because the trade ships with escorts will detectenemies entering the star and provide some additi9nal firepower while offensive roam on the garrisons means they all rush to the star. I've had setups with multiple garrisoned systems adjacent to a star that has two starbasses defending it as well thanks to argonev deployment giving me a first line of defense that isn't even on one of my planets sufficient to give all but the mightiest enemy fleets pause, and if they just try to sneak past then their reinforcements are gonna constantly be harassed.
It's good to support an attack, if you're switching from defence to finally go on the attack and you have a frontline garrison or two; the steady trickle of free reinforcments is nice to have. Generally speaking though you're just feeding exp to the enemy if it's not in support of an attack.
Will you be doing ones for the other races as well?
Thats the plan!
You should do an advent one. Because they are the best faction😊
you might see how the bunkers can snow ball when allowed to go on offensive
I don't have much multiplayer experience but against impossible AIs and stuff I found that trade ports are a trap. You simply don't need them until mid game. The civilian slots are much better used for military/civilian research stations to get key tech early imo.
Deep core metal mining is bugged I think. Watched the metal rate closely but it didn't move at all!
I don't understand your indifference to the Garda Flack frigate which I think is a must have early game. The only real early game threat to your Capital ships is the neutral player Javelis cruisers and a couple of these flak FFs make them pretty harmless. Plus, with the upgrade you can turn them into adequate light ships. Maybe they weren't working properly to shoot down missiles early on but I think they work okay now. As long as you have a couple of them with you you can slowly but surely do derelict looting Etc in the early game. If you don't then if you're not careful you may have to Retreat your capital ship if the missiles really start flying. I tend to skip building the default frigate instead.
I think they're much more functional now! They needed (and got) a buff/rework to their targeting so that they can actually fight off big missile swarms. At the time of this video they were performing quite poorly against big groups.
If hangar strikecraft can fly anywhere on the gravity well, why is there a range indicator when you're placing one?
The range indicator is for the PD turrets maybe. But they can indeed fly anywhere just like cruiser strikecraft.
can you do one of these for the advent and the aliens too pls
Hey daevohk, thank you for the guide. it helped me alot.
But i still have a major problem, i extremely struggle in pvp.
Can you help me please?
No Pervasive economy? Thats a bummer. Really enjoyed to turtle up with TEC Loyalists in SIns1 and see 5 vicious AI butt their heads against a 3 star base planet with a lvl 10 titan defending it.
I think you underestimate the need for defensive culture against Advent players. Same with needing siege frigates to clear planets quickly, especially since you sound like a rush player. And you don't like Psidar?!?
I feel like you only judge this based on playing as the Ascendancy, who are all about rushing and piracy. Enclave needs their defences to stay alive and creep across the map.
On what difficultly is this?
Deploy Starbase ship item is great for controlling the central star system.
Unlocking only light carriers and planetary 125-500 garrisons is funny
This is all I have played so far and unless I’m missing something, the garrison is way too op, I can have a ship fleet of 1000 capacity at every single planet I own for pretty cheap
Also I won’t finish the video for a few days so I will probably miss something
Garrisons are good! But they take time and resources to setup, and both of those aren't always plentiful. They're not considered OP in the wider context as other unique faction mechanics can get even more OP!
vasari please !!
are the tech images AI art? they feel a lot like AI art.
They are, some hands have 6 fingers.
@@infinitechoices1641 really, which one?
Oh man, the game is lovely but the tutorial is so dry, boring and disjointed it doesn't even give the coherent idea of general gameplay direction.
Didn't even touch it. Men go straight to war and bang their heads against an easy ai until they find what works
So far your the most knowledgeable youtube on sins2 that i have seen, sub earned 🫡